Virtual Sandbox

Virtual Sandbox

Cube

This code mixes geometry, particle physics, and interface elements that behave more like living organisms than obedient tools. Here's a catalog of logic and functionality extracted from the depths of this code: Architecture and Space

  • Scene Origin — Initialization of an infinite space with a dynamic background changing color every 100 seconds.
  • Optic Engine — Perspective Camera setup with adaptive lighting (Ambient, Directional, and a specific Ultramarine Light) tied to the observer's movement.
  • Orbit Pivot — Orbit control via OrbitControls with soft damping to simulate inertia. Forma Module (Cube Structures)
  • Voxel Genesis — Generation of hollow cubes consisting of individual faces, with adjacency checking to eliminate duplicate planes.
  • Tunnel Boring — Deletes a face on click, simultaneously generating a new cube in the normal direction, creating the effect of an infinite corridor.
  • Phantom Shell — Toggles face transparency (0.5 opacity) with a long press.
  • Wire Skeleton — Globally switches between solid and wireframe display. Polarity Module (Physics Objects)
  • Object Spawning — Creates various geometric primitives (Box, Tetra, Icosa, Octa, Dodeca) with random physical properties.
  • Static/Polar Toggle — Separates objects into stationary (Static) and active (Polar), each with mass, velocity vector, and polarity.
  • Kinetic Interaction — Repulsion and attraction logic: objects with the same polarity fly apart, while objects with different polarities converge. * Static Friction — Interaction between active polar objects and stationary ones, where the "statics" shift slightly as the "polars" approach.
  • Atmospheric Drag — Gradual deceleration of all moving objects to prevent them from flying away indefinitely. Controls and Navigation
  • Auto Pilot — Free camera flight forward with smooth acceleration and deceleration.
  • Bypass Drift — Automatic camera wandering with random changes in focus and movement vector.
  • Lunge Strike — A sharp jerk of the camera forward (Lunge), causing all objects within the radius to physically fly away.
  • Proximity Repulsion — Automatically repels objects from the camera when approaching too closely.
  • Dynamic Scaling — Resizing an object in real time by holding down the left (zoom in) or right (zoom out) mouse button. Interaction and Interface
  • Scatter Burst — An object scatters when clicked, accompanied by a random release of text "secrets."
  • Secret Rain — The appearance of drifting text labels from a list of keywords that smoothly move across the screen and disappear.
  • Mode Selector — A drop-down menu for switching interaction modes: Fix, Polar, Delete, View.
  • Cleanup Protocol — A mode for selectively removing objects (both cubic faces and physical bodies) from the scene.

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